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<blockquote data-quote="Celebrim" data-source="post: 6552660" data-attributes="member: 4937"><p>It should not be surprising that I agree, as I previously asserted that the style of play and exposition you describe in your examples is at least Gygaxian in origin - and he may have very well picked it up by observing Anderson.</p><p></p><p>There are several difficulties we pick up eventually as you progress in this mode. The first is the difficulty of conveying to the player the exact picture that the DM sees in his mind so that the mental bauble we are both manipulating has all the same features in both player's imagination. The second is when we wish to begin to apply the character's mental skills to the problem as well as or instead of the player's mental skills. How do you simulate a character with exceptional powers of observation and deduction, when the player themselves lacks these features or at least necessarily lacks them to the same degree as the heroes of fiction. And a third is, how do we avoid bogging down play in these very miniscule issues of investigation, particularly in situations where they aren't appropriate or called for?</p><p></p><p></p><p></p><p>More brains will increase accuracy (possibly) but it won't increase speed. You have to do two things to simulate real motion. First, increment the action using very small turns as for example Star Fleet Battles uses when it employs 32 'impulses' (or segments) to the round. And secondly, you must have secret and simultaneous declaration. Older versions of D&D in many ways did a better job of simulating motion than 3e and later versions, but they did so at the expense of almost all detail regarding this motion and by making almost all the rest of the game simple and abstract.</p><p></p><p></p><p></p><p>This is equivalent to every participant holding their action until they feel it is time to act, which you can simulate with the base D20 system without modification. The real problem is in stock D20 actions take no time to perform. That is to say, you never begin an action which cannot be finished until later in the round. If you take a move action, you complete the whole move at that time, rather than 5' now, and then 5' more a little further on, at which time another character begins their motion, and so forth.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6552660, member: 4937"] It should not be surprising that I agree, as I previously asserted that the style of play and exposition you describe in your examples is at least Gygaxian in origin - and he may have very well picked it up by observing Anderson. There are several difficulties we pick up eventually as you progress in this mode. The first is the difficulty of conveying to the player the exact picture that the DM sees in his mind so that the mental bauble we are both manipulating has all the same features in both player's imagination. The second is when we wish to begin to apply the character's mental skills to the problem as well as or instead of the player's mental skills. How do you simulate a character with exceptional powers of observation and deduction, when the player themselves lacks these features or at least necessarily lacks them to the same degree as the heroes of fiction. And a third is, how do we avoid bogging down play in these very miniscule issues of investigation, particularly in situations where they aren't appropriate or called for? More brains will increase accuracy (possibly) but it won't increase speed. You have to do two things to simulate real motion. First, increment the action using very small turns as for example Star Fleet Battles uses when it employs 32 'impulses' (or segments) to the round. And secondly, you must have secret and simultaneous declaration. Older versions of D&D in many ways did a better job of simulating motion than 3e and later versions, but they did so at the expense of almost all detail regarding this motion and by making almost all the rest of the game simple and abstract. This is equivalent to every participant holding their action until they feel it is time to act, which you can simulate with the base D20 system without modification. The real problem is in stock D20 actions take no time to perform. That is to say, you never begin an action which cannot be finished until later in the round. If you take a move action, you complete the whole move at that time, rather than 5' now, and then 5' more a little further on, at which time another character begins their motion, and so forth. [/QUOTE]
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